Method and system for mediating interactive services over a wireless communications network

ABSTRACT

The present invention is directed to a method and system for controlling the state of an interactive application and controlling delivery of the interactive application to one or more users. The system of the present invention is a system for delivering an interactive application to one or more users of a communications network and may comprise an interactive application adapted to the communications network; a user access device adapted to receive said interactive application; control means for establishing parameters under which said interactive application is rendered on said user access device; and mediation means for establishing terms for the interaction between the at least one user and other users and the communications network.

[0001] This application claims priority from Provisional PatentApplication Serial No. 60/252,468, entitled Method and System forProviding Interactive Services Over a Wireless Communications Network,filed Nov. 22, 2000, and Provisional Application Serial No. ______,entitled Method and System for Mediating Interactive Services Over aWireless Communications Network, filed Apr. 13, 2001,both of which areincorporated herein by reference, as if fully set forth herein.

FIELD OF THE INVENTION

[0002] The present invention relates to an improved method and systemfor providing interactive services over a wireless communicationsnetwork. In particular, the present invention relates to a system andmethod for controlling the state of an interactive application andcontrolling delivery of the interactive application to one or moreusers. The interactive application is preferably an entertainmentapplication, such as a gaming application.

BACKGROUND OF THE INVENTION

[0003] On-line entertainment has been popular for several years.Typically, users connect to the Internet through their desktop computerand enjoy computer-hosted games ranging from simple board games, likebackgammon, to more complex and graphic intensive adventure games.Recently, developments in technology have enabled users to engage inmulti-player, interactive gaming sessions with other users at remotelocations. The ability to play a game with friends, and even strangers,who are not similarly located creates an exciting outlet for gamingaficionados.

[0004] Although in its infancy, interactive gaming has become availableto users over wireless networks. Using their mobile handset as a gamecontroller, users play games with other players not in their areawithout being tied down to their desktop computer. The thrill ofinteractive gaming coupled with the convenience of being able to playanywhere through a mobile handset makes wireless interactive gaming avery exciting, and potentially profitable, opportunity for operators ofwireless networks.

[0005] Interactive gaming over a wireless network, however, is notwithout disadvantages. Latency and data transmission delays createperformance issues when gaming over any network, but are especiallytroublesome over wireless communication networks. Many known systemsattempt to solve latency issues by offering only simplistic games withno or low quality graphics that are unaffected by communication delays.These systems, however, significantly depreciate the user's gamingexperience. In addition, many known wireless interactive gaming systemsare not truly interactive. Many systems fail to adapt the state of playof the game based on the skill of the players, features of the users'access devices, or the users' connections to the network, leaving someplayers at a significant disadvantage. Other known systems tax networkcapacity and waste network resources to such a degree that networkoperators must charge users prohibitively high service fees to avoidsignificant losses. Still other systems fail to mediate the environmenton which the game is being played.

[0006] Others have attempted to provide multi-player, interactive gamingover a network. For example, Vange, et al., U.S. Pat. No. 6,050,898,discloses a computer-based interactive gaming system comprising a methodfor initiating and scaling a massive concurrent data transaction. Vangediscloses a system and method for optimizing the transmission ofcomputer-hosted game information over a telecommunications link, such asthe Internet.

[0007] European Patent Application No. 00660124.9, filed by NokiaCorporation, discloses a method and apparatus for playing games betweenthe clients of entities at different locations. Specifically, the Nokiaapplication links multiple players together to a game server through anetwork using the user's mobile phones. The method involves connecting aplurality of mobile phones together to a game server through a networkfor playing the game. The game server is connected to the network. Thegame scenario is set up at the game server for each of the plurality ofmobile phones. The game signals are transmitted between the mobilephones across the network via the game server.

[0008] European Patent Application No. 00660125.6, filed by NokiaCorporation, discloses a multi-player game system using a mobiletelephone and game unit. The Nokia application discloses using a mobilephone to download a game to separate game units and linking the multipleusers using a low power radio link.

[0009] European Patent Application No. 00660161.1 filed by NokiaCorporation discloses a system for profiling mobile station activity ina predictive command wireless game system. The application discloses asystem and method for customizing an interactive, text-based game basedon mobile station activity.

[0010] Although many of the prior known gaming systems claim to offer anenhanced, interactive gaming experience, none of the prior known systemsof which the present inventors are aware offer a fully interactive realtime gaming experience, with high resolution graphics, while efficientlyusing network resources, managing the game state for a level playingexperience among users, and/or offering those services at a low, fixed,monthly service charge, that is not based on minutes of use, over awireless network communications.

[0011] The present invention, in contrast, addresses the problem of howto deliver an enhanced, interactive game experience efficiently and costeffectively. In particular, the system and method of the presentinvention preferably offer a real-time, interactive experience andimprove control of the transfer of game state information. In addition,the present invention preferably controls the game state for a levelplaying experience and controls delivery of the interactive applicationto the user to optimize the utilization of limited network bandwidth.This enables the operator to provide a more enhanced interactive gamingexperience with the same amount of network resources. This also createsthe possibility of providing a wireless game service to end users at aflat monthly rate, rather than on a “per unit of time” basis. In thisregard, the pricing model of Assignee's Cricket™ wirelesstelecommunications services may preferably be adopted.

OBJECTS OF THE INVENTION

[0012] It is therefore an object of the present invention to improvemarket penetration of interactive wireless services.

[0013] Another object of a preferred embodiment of the present inventionis to improve market penetration of wireless interactive gaming devices.

[0014] A further object of the present invention is to reduce the costto the system operator of delivering interactive applications.

[0015] Yet another object of a preferred embodiment of the presentinvention is to reduce the cost to the system operator of wireless gameservice.

[0016] An additional object of a preferred embodiment of the presentinvention is to reduce the degree to which interactive wireless servicesare network dependent.

[0017] Another object of a preferred embodiment of the present inventionis to reduce the degree to which interactive wireless services are timeof day dependent.

[0018] A further object of the present invention is to increase theavailability of interactive wireless services.

[0019] Yet another object of the present invention is to moreefficiently utilize network capacity.

[0020] An additional object of a preferred embodiment of the presentinvention is to more efficiently use network capacity for interactivewireless gaming applications.

[0021] A further object of a preferred embodiment of the presentinvention is to adjust the interactive application to match applicabledata transfer requirements of the wireless network.

[0022] Another object of a preferred embodiment of the present inventionis to maintain a substantial amount of the software required to operatethe interactive application on the personal handset device as opposed tothe network.

[0023] A further object of a preferred embodiment of the presentinvention is to maintain a substantial amount of the instructionsrequired to operate the interactive application on the personal handsetdevice as opposed to the network, in order to reduce network traffic.

[0024] An additional object of a preferred embodiment of the presentinvention is to adapt the wireless transmissions between the network andthe personal device to reduce latency.

[0025] A further object of the present invention is to limit the latencyof the response of the interactive application.

[0026] Another object of a preferred embodiment of the present inventionis to provide a reduced cost interactive service.

[0027] Yet another object of a preferred embodiment of the presentinvention is to increase the perceived speed of interactive use.

[0028] An additional object of a preferred embodiment of the presentinvention is to reduce the differences in latency between users of theinteractive service.

[0029] Another object of a preferred embodiment of the present inventionis to achieve a consistent level of latency between users of theinteractive service.

[0030] A further object of a preferred embodiment of the presentinvention is to create an even playing field for the interactiveservices.

[0031] Yet another object of a preferred embodiment of the presentinvention is to eliminate differentials that may exist between users ofthe interactive service based upon differences in download or modemspeed between the portable handheld devices.

[0032] An additional object of the present invention is to provide amore cost effective way to deliver interactive services to end users.

[0033] Another object of a preferred embodiment of the present inventionis to support an interactive gaming community.

[0034] Additional objects and advantages of the invention are set forth,in part, in the description which follows and, in part, will be obviousfrom the description or may be learned by practice of the invention. Theobjects and advantages of the invention will be realized in detail bymeans of the instrumentalities and combinations particularly pointed outin the appended claims.

BRIEF SUMMARY OF THE INVENTION

[0035] As illustrated in the accompanying diagrams and disclosed in theaccompanying claims, the invention is a system for providing one or morewireless interactive applications to one or more users. The systemcomprises: a wireless communication network; one or more servers,cooperating with the network to deliver one or more interactiveapplication(s) to the one or more users; and one or more wireless accessdevices, in communication with said network. The one or more wirelessaccess devices receive communication from the server to facilitate theusers accessing the one or more wireless interactive applications on thewireless access device.

[0036] In an alternative preferred embodiment, the present inventioncomprises: a wireless communications network; an interactive applicationdelivered over the wireless network to one or more users; one or morewireless access devices adapted to receive and render the interactiveapplication to the user; control means for controlling the state of theinteractive application; and network mediation means for controllingdelivery of the interactive application to the one or more users.

[0037] In another alternative preferred embodiment, the presentinvention is a system for providing one or more wireless interactiveapplications to one or more users. The system comprises: a wirelesscommunication network adapted for transmission of communications tofacilitate the one or more interactive applications at less than thefull frame rate of voice communications; and one or more servers,cooperating with the network to deliver one or more interactiveapplication(s) to the one or more users. The system may also include oneor more wireless access devices, in communication with the network. Theone or more wireless access devices receive communications from theserver to facilitate the users accessing the one or more wirelessinteractive applications on the wireless access device. The one or moreinteractive applications preferably further comprise high resolutiongame applications featuring high resolution graphics, and may reside onthe wireless access device.

[0038] In yet another alternative preferred embodiment, the presentinvention is a method for providing one or more interactive applicationsto one or more users of a wireless communication network. The methodaccording to the present invention comprises the steps of: initiating arequest for wireless interactive services to the network; sendingcommunications to the network to request the interactive application;compiling the request and communicating to a wireless access devicesoftware necessary to perform the one or more interactive application;and initiating the interactive application. The method preferablyfurther includes the steps of: communicating to the network one or moredegrees of freedom of the interactive application; storing informationabout changes in state of one or more of the degrees of freedom cachingthe information; communicating the cached information to the server inorder to efficiently utilize network resources (said wireless accessdevice communicating signals reflecting the change of state of theinteractive application); maintaining one or more interactiveapplications on the server; synchronizing the interactive applicationsamong the users; and communicating updates to the one or moreinteractive applications until play is concluded or terminated.

[0039] It will be apparent to persons of ordinary skill in the art thatmodification and variations may be made in the present invention withoutdeparting from the scope or spirit of the invention. For example, theone or more interactive applications according to the present inventionpreferably comprise a range of latency values along a continuum, forexample: less than about 30 s; less than about 10 s; less than about 1s; less than about 500 ms; less than about 300 ms; and/or less thanabout 200 ms. The one or more interactive applications according to thepresent invention may also comprise high resolution graphics.

[0040] Furthermore, the wireless access device according to the presentinvention preferably comprises a handheld device. The wireless accessdevice preferably comprises an 8 bit microprocessor, wherein themicroprocessor may further comprise a clock speed of greater than about4 MHz. The wireless access device preferably further comprises a rangeof memory capability along a continuum, for example: greater than about256 Kb memory; greater than about 512 Kb memory; greater than about 1 Mbmemory, greater than about 2 Mb memory; greater than about 4 Mb ofmemory; or greater than about 8 Mb of memory.

[0041] The wireless access device according to the present inventionpreferably comprises video display having a range of resolution along acontinuum, for example: in excess of 160×144 pixels, or 240×160 pixels,and may comprise a black and white, monochrome, or color display. Thecolor display may be capable of rendering more than for example about256 colors; 2,000 colors; 24,000 colors; 32,000 colors; or 64,000 colorsor other values along a continuum. The wireless access device maycomprise battery power sufficient to power the device for more thanabout 30 hours. In addition, the wireless access device may comprise a16 bit microprocessor; a 32 bit microprocessor; and/or a 32 bit RISCmicroprocessor or any other value along a continuum. The microprocessorpreferably has a clock speed of greater than about 8 MHz, and may have aclock speed of greater than 16 Mhz or any other value along a continuum.The memory of the microprocessor may be external to the microprocessor.In addition, the wireless access device may comprise VRAM and/or WRAMmemory.

[0042] The users of the system according to the present invention may beone or more users and preferably comprise up to eight or moresimultaneous users. In addition, the system according to the presentinvention preferably conserves network resources relative to voicetraffic. The communication from the network to the wireless accessdevice may occur at a full frame rate. Moreover, the communication fromthe network to the wireless access device may occur at a half frame rateor other or other levels, more conservative of bandwidth.

[0043] Furthermore, the wireless access device according to the presentinvention preferably caches information regarding the interactiveapplication, fills data packets, and/or dispatches the communications toensure efficient use of the network. In addition, the applicationfeature according to the present invention offers the user more thanthree degrees of freedom. The application feature may reside on thewireless access device.

[0044] Thus, it is intended that the present invention include thevariations and modifications that may be used in conjunction with theinvention, provided they come within the scope of the appended claimsand their equivalents.

[0045] It is to be understood that both the foregoing generaldescription and the following detailed description are exemplary andexplanatory only, and are not restrictive of the invention as claimed.The accompanying drawings, which are incorporated herein by reference,and constitute a part of the specification, illustrate certainembodiments of the invention, and together with the detaileddescription, serve to explain the principles of the present invention.

BRIEF DESCRIPTION OF THE DRAWINGS

[0046] The present invention will now be described in connection withthe following figures in which like reference numbers refer to likeelements and wherein:

[0047]FIG. 1 is a schematic diagram illustrating a preferred embodimentof the system of the present invention;

[0048]FIG. 2 is a schematic diagram illustrating an alternativepreferred embodiment of the system of the present invention;

[0049]FIG. 3 is a schematic diagram illustrating a preferred embodimentof the method of the present invention;

[0050]FIG. 4 is a flowchart or process diagram illustrating thesynchronization process of a preferred embodiment of the presentinvention;

[0051]FIG. 5 is a flowchart or process diagram illustrating thesynchronization process of an alternative preferred embodiment of thepresent invention;

[0052]FIG. 6 is a flowchart or process diagram illustrating the gamemediation process of a preferred embodiment of the present invention;

[0053]FIG. 7 is a flowchart or process diagram illustrating the gamemediation process of an alternative preferred embodiment of the presentinvention;

[0054]FIG. 8 is a flowchart or process diagram illustrating the gamemediation process of an alternative preferred embodiment of the presentinvention;

[0055]FIG. 9 is a flowchart or process diagram illustrating the networkmediation process of a preferred embodiment of the present invention;and

[0056]FIG. 10 is a flowchart or process diagram illustrating the networkmediation process of an alternative preferred embodiment of the presentinvention.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0057] Reference will now be made in detail to a preferred embodiment ofthe method and system of the present invention, an example of which isillustrated in the accompanying drawings. A preferred embodiment of thepresent invention is shown in FIG. 1 as interactive system 10. As shownin FIG. 1, the interactive system 10 comprises: a telecommunicationsnetwork 100, an interactive application 200 delivered over the network100 to one or more users; one or more wireless access devices 300adapted to receive and render the interactive application 200 to theuser(s); a game server 400; and interface 900.

[0058] A method of practicing a preferred embodiment of the inventionwill be described, followed by a description of alternative preferredembodiments of the system and method of the present invention.

Method of a Preferred Embodiment of the Present Invention

[0059] A preferred embodiment of the method of the present invention isdepicted in FIGS. 3, 4, 5, and 8. As shown in FIG. 3, the method of thepresent invention preferably comprises the steps of: synchronizing 1000,controlling 2000, and mediating 3000 the interactive application 200rendered to the at least one wireless access device 300.

[0060] A preferred embodiment of the synchronization process 1000 of thepresent invention is depicted in FIG. 4. The synchronization process1000 comprises the steps of: initiating the gaming session 1100,including initiating a connection between each of the wireless accessdevices 200 (clients) and the game server 400; synchronizing the clients1200; synchronizing the server 1300; and facilitating the interactiveapplication (gaming) session 1400. State of play is preferablysynchronized between the various users of the interactive entertainmentservice. In addition, the game is preferably mediated and controlled toenhance the entertainment experience, while efficiently managing controlof the interface between one or more wireless access devices of theusers and the wireless communications network.

[0061]FIG. 5 depicts a synchronization process 1000 of an alternativepreferred embodiment of the present invention. First, in step 1110, theuser logs on to the system. The user then requests game play, in step1120, from the game server 400. The interactive system 10 then seeks tolocate other players, in step 1130, and retrieves player information andpast history about the players whom it has located in step 1140.Alternatively, the player information and past history may be retrievedafter players are selected for the current gaming session. Next, theinteractive system 10 retrieves game information, in step 1150. At thispoint in the process, the game has been initiated, as shown in step1410, and the users are ready to begin play.

[0062] Game play preferably proceeds, subject to the synchronizationprocess 1000 of the present invention. As shown in FIG. 5, prior toinitiating game play, the system preferably checks to insuresynchronization between all users 1200. Prior to initiating game play,state information is preferably supplied to synchronization check timer1310. The synchronization check timer 1310 cooperates with the gametimer to determine whether or not the system should confirmsynchronization to any users with the game at that point in time. If thegame timer has not yet reached the point at which synchronization iscalled for, the synchronization timer 1310 delivers the users to gameplay 1420.

[0063] As shown in FIG. 5, game play preferably proceeds until the gametimer equals the synchronization timer 1310. At that point, the systemrequests state information from all users relative to game information1320. The users deliver state information from each of the wirelessaccess devices 200 to the master game server 400, in step 1330, and themaster server tests whether there are any differences in the state ofplay 1340. If there are no differences in the state of play 1340 betweenthe user(s) and the game, the system delivers the user(s) back to thegame to continue play 1420.

[0064] If there are differences in the state of play between the user(s)and/or the master server, the synchronization process 1000 of thepresent invention preferably determines and transmits the requiredadjustments to the affected device in order to synchronize all statemachines, as shown in step 1350. The devices then receive the new stateinformation in step 1230.

[0065] If desired, the client applications initiate an algorithm toadjust the state of play 1240. The system then determines whether or notthe state change requires smoothing in order to provide a high qualityinteractive experience for the user, as shown in step 1210. If smoothingis desired, the system adjusts the state 1260 and returns the users togame play in step 1420. If smoothing is required, the system initiates asmoothing algorithm, as shown in step 1220, snapping the users to thenew state. The state is adjusted in step 1250 and the users are returnedto play, as shown in step 1420.

[0066]FIGS. 6, 7, and 8 depict alternative preferred embodiments of theoperation of the control means 600 of the present invention. The controlmeans 600 provides management of the real time state of game play andpreferably facilitates the game mediation process 2000 of the presentinvention. In a preferred embodiment, as shown in FIG. 6, the gamemediation process 2000 comprises the steps of: initiating the gamingsession 2100; matching skill levels of players 2200; matching andaccommodating device capabilities 2300; facilitating game play 2400; andterminating the gaming session 2500.

[0067] As shown in FIGS. 7 and 8, in an alternative preferredembodiment, the initiation step 2100 of the control process 2000preferably further comprises the steps of: logging onto the system 2110;requesting game play 2120; and locating other potential players 2130.

[0068] As shown in FIG. 8, the step of matching skill levels 2200, whichenables the system to evaluate the players' respective skill levels anddetermine whether or not they wish to proceed, preferably furthercomprises the steps of: retrieving player information and past history2210; retrieving game information 2220; determining the skill level ofthe respective potential players 2230; notifying each of the prospectiveplayers of the skill levels of the other potential players 2240; andrequesting each player if they wish to continue 2250. If the playerswish to continue, they proceed to the step of matching and accommodatingdevice capabilities 2300, for evaluating and resolving any differencesbetween the user's respective access devices and the network. If theplayer(s) do(es) not wish to continue, the system searches for otherplayers 2260 with similar skill levels. Once located, the player isreturned to the step of locating other players 2130.

[0069] If the player wishes to continue in spite of differences in skilllevel, as determined in step 2250, the system evaluates the capabilitiesof each user's connection and device in step 2305. The differences indevices are preferably determined in step 2310. If there are differencesin the devices, the process preferably proceeds to accommodate thedevice differences 2300.

[0070]FIG. 8 shows, for an alternative preferred embodiment of thepresent invention, the further steps of accommodating device differences2300. This process of evaluating and resolving any differences betweenthe users' respective connections and devices of the game mediationprocess 2000 of the present invention preferably further comprises thesteps of: querying the respective devices regarding the capabilities oftheir processors 2365; querying the respective devices regarding signalstrength 2370; querying the respective devices regarding their videocapabilities 2375; querying the respective devices about latency 2380;and evaluating the capabilities of each users' device 2305.

[0071] Any differences between the devices and connections aredetermined. If there are differences between the devices, as determinedin step 2310, the process then compares the device characteristics instep 2330. The process then determines the lowest common capability set,as shown in step 2335 and issues command applications, as shown in step2340, to enable only the capability set that has been determined. Theprocess proceeds to determine any differences between each usersconnection over the network 100, as shown in step 2345. In a preferredembodiment, the process further comprises running a ping test todetermine connection differences, as shown in step 2350. The processcontinues by adjusting the game server parameters to communicate withthe devices according to their connection(s), as shown in step 2355,and, then initiating game play in step 2410. If there are no differencesbetween connections, the method proceeds instead directly to step 2410and the initiation of game play.

[0072]FIG. 7 depicts an alternative preferred embodiment of the controlprocess 2000, and in particular, the step 2300 of accommodating devicecapabilities according to the present invention. As shown in FIG. 7, theaccommodating device capabilities 2300 process of the present inventionpreferably further comprises the steps of: determining one or moreplayers' skill level(s) from past performance or other criteria 2395;evaluating the capabilities of each users' connection and device 2305;and adjusting the game server 400 to accommodate for device andconnection differences 2390.

[0073]FIG. 9 depicts a preferred embodiment of the mediation process3000 and in particular the network mediation process for matchingplayers of the present invention. As shown in FIG. 9, the networkmediation process 3000 of the present invention preferably comprises thesteps of: initiating an interactive session 3100; locating potentialplayers 3200; mediating the application 3300, facilitating game play3400; and terminating the gaming session 3500.

[0074] An alternative preferred embodiment of the mediation process 3000of the present invention is shown in FIG. 10. The step of initiatinggame play 3100, preferably further comprises the steps of: logging on tothe system 3110; requesting game play 3120; and locating other players3130. The step of locating players 3200 preferably further comprises thesteps of: retrieving player information and past history 3210;retrieving game information 3220; retrieving device information 3230;and determining whether or not the device can provide locationinformation 3240.

[0075] If the device or network does not comprise means to determine andprovide to the network or to other users the location of the wirelessaccess device 300, the process proceeds with the step of enabling gameplay 3400. The step of enabling game play preferably further comprises:setting up client-server communications 3405; initiating game play 3410;enabling game play 3420; and ending the game play session 3430.

[0076] To the extent the device is able to provide location information,the process preferably proceeds instead to the step of locating andresolving peer-to-peer communications 3300. In a preferred embodiment ofthe present invention, the step of evaluating and resolving peer-to-peercommunications preferably further comprises the steps of: retrievinglocation information from the respective devices 3310; determiningwhether or not the devices are close enough to initiate peer-to-peerplay 3320 (and if they are not, proceeding with the step of game play3400 as described above); determining whether the devices are capable ofpeer-to-peer play 3330 (and if they are not, proceeding with the step ofenabling game play 3400 described above); and setting up peer-to-peercommunications 3340.

[0077] Once peer-to-peer communications are established, as shown instep 3340, the process preferably proceeds with the step of initiatinggame play 3410. In a preferred embodiment, it would not be necessary toset up client-server communication, as shown in step 3405, in apeer-to-peer communication environment.

[0078] As shown in FIG. 10, the step of terminating a game sessionpreferably further comprises: determining whether or not the session wasa peer-to-peer communication 3510; uploading game and player detail 3530to the server(s) 400; and ending the session 3540. If the session waspeer-to-peer, this process further comprises the client reestablishingnetwork connection to the server, as shown in step 3520; uploading gameand player detail to the server(s), as shown in step 3530; and endingthe session in step 3540. If the session was not a peer-to-peer session,the process proceeds with the steps of uploading the game and playerdetail to the server 3530 and ending the session 3540

[0079] It will be apparent to persons of ordinary skill that variousmodifications and variations may be made in the process of the presentinvention and, in particular, in the synchronization, control, andmediation processes of the invention, without departing from the spiritof the invention. For example, the management and interaction of thepresentation, action, and control functionality can each reside atvarious locations in the system. The system communicates and coordinatesthese functions between the various users. The hardware and softwareused to perform these functions, may reside at the wireless accessdevice 200, network 100, or the game server 400, or any combination ofthose locations. The different functional levels must communicateeffectively with one another. The system is adapted to enable them tocommunicate and cooperate appropriately to achieve the objects of thepresent invention. Thus, it is intended that the variations andmodifications be considered part of the invention, provided they comewithin the scope of the appended claims and their equivalents.

System of the Present Invention

[0080] As shown in FIG. 1, a preferred embodiment of the interactivesystem 10 of the present invention comprises: a telecommunicationsnetwork 100; an interactive application 200 delivered over the network100 to one or more users; one or more user wireless access devices 300adapted to receive and render the interactive application 200 to theuser; a game server 400; and an interface 900.

[0081] In an alternate preferred embodiment of the present invention, asshown in FIG. 2, the telecommunications network 100 is a wirelesscommunications network. Other suitable embodiments of thetelecommunications network 100 of the present invention, include, butare not limited to: Plain Old Telephone Service (POTS); Public SwitchedTelephone Network (PSTN); Integrated Services Digital Network (ISDN);Asymmetric Digital Subscriber Lines (ASDL); any of various other typesof Digital Subscriber Lines (xDSL); Public Land Mobile Network (PLMN);the Internet; cellular; Global System Mobile (GSM); General Packet RadioServices (GPRS); Infrared Data Association (IrDA); Cellular DigitalPacket Data (CDPD); Enhanced Data Rates for Global (or GSM) Evolution(EDGE); Universal Mobile Telecommunications System (UMTS), Ricochetproprietary wireless packet network; wireless local loop (WLL); WirelessLocal Area Network (WLAN); 802.11; infrared; Bluetooth; Wide AreaNetwork (WAN); Local Area Network (LAN); Optical; Line of Sight;satellite-based systems; Cable; User Datagram Protocol (UDP); SMR(walkie talkies); any portion of the unlicensed spectrum; wirelinenetworks; and/or any other suitable telecommunications network 100. Anycommunications network is considered to be within the scope of thepresent invention, provided it is adapted to render the interactiveapplication 200 to the user, as described herein.

[0082] The interactive system 10 of the present invention is preferablyadapted for use in conjunction with a wireless communications network100 that is data capable, as opposed to a first generation cellular(voice only) network. The present inventors anticipate that the wirelessnetwork 100 is preferably based upon PCS, TDMA, CDMA, CDPD, CDMAone, orany other suitable technology(ies) or standard(s) that are data capable.

[0083] As shown in FIG. 2, the wireless communications network 100preferably further comprises one or more base station(s) 110, one ormore base station controller(s) (BSC) 120, and one or more mobileswitching center(s) (MSC) 130. As will be apparent to one of ordinaryskill in the art, each base station 110 includes a transceiver (notshown) capable of transmitting signals to and receiving signals from thewireless access devices 300. In addition, each base station 110 isconnected through the base station controller 120 to the mobileswitching center 130.

[0084] The mobile switching center 130 preferably cooperates with thegame server 400 through the Interworking Function (“IWF”) 150. The IWF150 is preferably connected to the Internet 140. As will be apparent tothose of ordinary skill in the art, the IWF 150 comprises the necessaryequipment and conversion algorithms to permit seamless communicationbetween the mobile switching center 130 and the mobile game server 400,despite potentially dissimilar protocols supporting each of thosecomponents. Other embodiments of the IWF 150, such as, for example, aPCE node, a PDSN node, or any other node of similar functionality areconsidered within the scope of the present invention.

[0085] The mobile switching center 130 is preferably linked to thepublic switched telephone network (PSTN) 160. Further, in cooperationwith the mobile switching center 130, the interactive system 10preferably includes a home location register (HLR) 170 for identifyingand/or verifying subscribers on the interactive system 10. As will beapparent to those of ordinary skill in the art, the wirelesscommunications network 100 is adapted to allow communication between thewireless access devices 300 and the game server 400.

[0086] As shown in FIG. 2, the network 100 preferably further comprisesmessage means 800 for providing communication between users. Messagefunctions, such as SMS (Short Message Service), Text, Voice, and chat,are preferably provided in conjunction with the present invention in amanner known in the art prior to the preset invention.

[0087] In a preferred embodiment, the wireless communications network100 is adapted to efficiently manage the air interface. In contrast withprior known systems, the data transfer rates of the present inventionpreferably are adapted to provide an enriched, realistic interactiveapplication, such as a game, while minimizing the amount of bandwidththat is dedicated to providing the interactive application 200. Forexample, in a preferred embodiment, the interactive system 10 minimizesthe number of degrees of freedom that must be managed over the wirelessnetwork 100 by providing predefined subroutines on the wireless accessdevice 300.

[0088] In a preferred embodiment, the present invention efficientlymanages spawned degree of freedom information, such as, for example,projectile information. In an interactive application where aprojectile, such as, a missile, a rope, an arrow, etc., is launched, thesystem must transmit information and track movement of two discreteobjects (the projectile and the image launching it). Prior known systemsdeliver multiple sets of instructions across the air interface. Otherprior known systems deliver only one set of movement instructions,leading to a less realistic gaming experience.

[0089] In the present invention, the trajectory of the projectilepreferably is calculated at the wireless access device 300, based onformulae or other data to depict movement of the projectile. Thecalculations, and the formulae required to make the calculations,preferably are game specific and are part of the interactive application200 downloaded to the wireless access device 300. For example, when theinteractive application 200 requires a ball to be thrown, the wirelessaccess device 300 of the present invention preferably locally evaluatesthe trajectory and depicts the path that the ball will take, rather thansending and receiving multiple instructions over the network depictingeach stage of movement of the ball. This prevents the present inventionfrom tying up valuable network capacity.

[0090] The wireless access device 300 preferably receives updateinformation from the game server 400, based on any conditions that wouldalter the trajectory that is calculated at the wireless access device300. These may include, for example, shifts in wind direction andmagnitude, or other forces. The use of the network's air interfaceremains efficient because the interactive system 10 preferably transmitsonly the minimum necessary information, in contrast to prior knownsystems that transmit at a full frame rate, regardless of theavailability of or need for data for transmission.

[0091] In a preferred embodiment, the present invention more efficientlyuses network resources by providing the least amount of informationnecessary at each point to enable the wireless access device 300 torender the interactive application 200. The present inventors anticipatethat a number of methods may be used to reduce the amount of informationnecessary to enable the interactive application. It will be apparent topersons of ordinary skill in the art that various modifications andvariations may be made and the manner in which the air traffic requiredto produce the interactive application may be reduced, without departingfrom the scope of the invention as claimed. For example, the amount ofinformation transmitted over the wireless network 100 pertaining to thedegrees of freedom of the interactive application 200 preferably isreduced. This function may be accomplished by any number of alternativeand/or complimentary means. The instruction set is preferably layered.Sets of instructions are preferably grouped together in a logicalfashion in order to reduce the amount of air traffic necessary toactuate the movement of a game piece. For example, the movement of acharacter that is running may be broken into several series of actionsand instructions layered to depict groups of those actions. Arm movementmay be depicted in one series of instructions; leg movement could bedepicted in another; and movement of the character horizontally and/orvertically could be depicted in yet other layers of instructions.

[0092] Similarly, in an alternative preferred embodiment, multiple setsof instructions may be collapsed into a single instructions set, set(s)of codes, or subroutine(s). Although this would require creating anumber of codes that represent the various actions the character couldmaintain, it offers the potential for dramatically reducing the amountof air interface traffic required to actuate the game. For example, inan embodiment of the present invention, many of the actions involved inthe game are reduced to a single subroutine. Activities such as running,jumping, throwing, crawling, are reduced to a single or reducedinstruction set so that when the single or reduced instruction set istransmitted over the wireless network 100, the character performs aseries of actions corresponding to that activity.

[0093] The present invention preferably provides an enriched interactivegaming experience on a least cost basis. This is accomplished byminimizing the traffic over the air interface and more efficientlymanaging network resources. This enables the system operator to keepcosts lower than those with previously known systems.

[0094] In a preferred embodiment of the present invention, theinteractive application 200 preferably further comprises: an application210; a device adaptation means 220; a communication means 230; and amediation means 240, based on various criteria relating to theinteraction of the users of the interactive entertainment service.

[0095] The interactive application 200 preferably comprises, withoutlimitation, any one or more of the following: games; entertainmentservices; stock quotations; message boards; purchasing; advertising;news services; bill payment; instant messaging; email; location-basedinformation and services; and any other interactive application. It willbe apparent to persons of ordinary skill in the art that any of variousapplications may be adapted to be used with the present invention. Thus,it is intended that the present invention include all of the variousapplications that may be adapted to be used with the invention, providedthey come within the scope of the appended claims and their equivalents.

[0096] The interactive application 200 is preferably further adapted tocooperate with certain features of the wireless network 100 or of thewireless access device 300. In a preferred embodiment, the wirelessaccess device 300 preferably further comprises: controls 310,peripherals 320, and a user interface 330. The interactive application200 may be adapted depending on the platform, or the particular hardwareor software being employed on the wireless access device 300. Similarly,the interactive application 200 is preferably adapted depending onphysical parameters, such as battery life for the form factor of thewireless access device 300.

[0097] The communications means 230 of the interactive application 200of the present invention preferably comprises any one or more of: voice;physical feedback; text; video; images; attachments; or location-basedinformation. Preferably, the present invention may be further adapted toprovide, as applicable: voice mail; store and forward features; handmessaging features; the ability to deliver unique messages; email;instant messaging; audio; video; images; text; electronic cards; music;advertising; peer-to-peer communications; geographic information;directions; and information on any other subject.

[0098] The physical feedback embodiments of the communication means 230of the interactive application 200 of the present invention arepreferably adapted to provide sensory input to the user comprising,without limitation, one or more of: vibration, such as through the useof a rumble pack; heat; pressure; sound; sight, through enhanced visualeffects; smell; touch; and any other sensation.

[0099] The control means 600 of the game server 400 of the presentinvention preferably further includes a game mediation means 620 formediating the interactive application 200 of the present invention basedon various parameters regarding the level of play and the interaction ofthe users. The game mediation means 620 may be embodied in theinteractive application 200 as a software application and/or in analgorithm that resides on one or more servers in the interactive system10.

[0100] As embodied herein, the wireless access device 300 is any userdevice that is adapted to interface with the communications network 100to provide a multiplayer, interactive game. In the preferred embodiment,the wireless access device 300 comprises a wireless communicationsdevice such as a mobile phone. In other alternative preferredembodiments, the wireless access device 300, comprises: a personaldigital assistant (PDA); a pager; a wireless game controller; and/or anemail device.

[0101] The wireless access device 300 preferably includes one or moreperipherals 320 comprising: headphones; earphones; cables; joysticks;paddles; cameras; microphones; speakers and external keypads.

[0102] The wireless access device 300 is adapted to run on any platformnecessary to provide the interactive application 200 and the desiredfunctionality of the interactive system 10. The platform preferablyincludes any number of operating systems known in the art, such as, forexample, Palm, Windows, Symbian, Java, Mac, or any other operatingsystem capable of supporting the functionality of the interactive system10.

[0103] In an alternative preferred embodiment, the wireless accessdevice 300 is adapted to provide voice-over-packet services. Theseservices further comprise interactive group communications service, suchas the QChat application developed by Qualcomm. QChat serves as awireless extension of Internet Chat and instant messaging services.These services are employed by minimizing the packet frame size used forthe communication during times of network congestion or any other timedetermined by the carrier. The voice-over-packet is preferably limitedto half-rate frames to minimize the amount of data sent at the expenseof voice quality.

[0104] In the preferred embodiment, as shown in FIGS. 1 and 2, thepresent invention comprises the game server 400. The game server 400preferably enables a user to play an interactive entertainmentapplication 210 and further comprises means for downloading, purchasing,selling, and billing the user for the application 210. The game server400 comprises any server with a network interface adapted for use inconjunction with the communications network 100, the interactiveapplication 200, and the wireless access device 300 of the presentinvention 10. In a preferred embodiment, the game server 400 comprises aSun Metra Platform. The applications (games) 210 are typically sold inclient (single player) and server (multi-player) versions. The gameserver 400 of the present invention is adapted to provide games 210 andother applications over a wireless communications network.

[0105] The game server 400 of the present invention preferably furthercomprises: a synchronization means 500 for synchronizing the state ofplay between the users and the network 100; a control means 600 forcontrolling the state of the interactive application; and a networkmediation means 700 for controlling delivery of the interactiveapplication 200 to the one or more users. The game server 400 preferablycomprises one or more servers. The synchronization means 500, thecontrol means 600, and the network mediation means 700 may reside on thesame or different server(s). As shown in FIG. 2, and will be apparent tothose of ordinary skill in the art, any of a number of configurations ofthe game server 400 would allow for communication with the interactivesystem 10 of the present invention. For example, the functions of thegame and player databases 410 and 420, and of the synchronization means500, the control means 600, and the mediation means 700 may be embodiedin a single or multiple structures. Alternatively the game server 400could be housed within or separate from the network 100 or any of itscomponents. The interface(s) 900 preferably are adapted accordingly.

[0106] The game server 400 preferably further comprises a game database410 for storing various game software and/or other interactiveapplications, and a player profile database 420 for storing the profilesof subscribers to the interactive system 10. The hardware employed ispreferably of the type known in the art for data storage and retrievalfunctions. Similarly, the connections between the components of the gameserver 400, the synchronization means 500, the control means 600, andthe mediation means 700, are preferably high speed, router-serverconnections, of the type well known in the art.

[0107] In a preferred embodiment, the game server 400 of the presentinvention further comprises the synchronization means 500, forsynchronizing the transmission and display of the interactiveapplication 200. The synchronization means 500 may be embodied in asoftware application and/or an algorithm that resides on the game server400. The synchronization means 500 is adapted to enable the user toexperience a robust and jitter-free gaming environment. Thesynchronization means 500 identifies when any of the players are in agame state that is not the same as the game state of the server, or ofthe other players. The game server 400 preferably calculates the correctgame state. The synchronization means 500 is adapted to cooperate withthe game server 400 which provides information about the state theplayer should be in. The synchronization means 500 orders theinteractive application 200 to make the appropriate changes to bring theplayers into synchronization.

[0108] Gaming applications 210 are typically subject to creep or wanderproblems. It is preferable, therefore, to maintain synchronizationbetween each wireless access device 300 and the network 100, relative tothe state of play of the interactive application 200. That is, eachplayer in the interactive session should see on their display the samestate of the game as each of the other players. This synchronization ofthe game state may be accomplished in the present invention through anyof a number of mechanisms including, without limitation, providingseparate synchronization means 500 for synchronizing the systems;monitoring the manner in which the system is mediated; or imposingseparate software systems or control features to limit or eliminatecreep and wander.

[0109] In the preferred embodiment, the wireless access device 300 willtransmit its overall state information to the synchronization means 500at a given interval. The timing and length of the interval will varydepending on the interactive application (game) being played, itscomplexity, and the number of degrees of freedom involved. Thesynchronization means 500 will then determine, based on the stateinformation it receives from all of the wireless access devices 300 inthe particular interactive session, what actions, if any, need to betaken.

[0110] The control means 600 of the present invention preferably isadapted to manage the real time state of play of the interactiveapplication 200; maintain overall synchronization of players during thegame; ensure proper distribution of information to and from the players;and route information to the appropriate players as required. Thecontrol means 600 is preferably further adapted to determine or placeusers into different networks as appropriate for game play. Thisfunction is preferably accomplished through cooperation with and basedon information supplied by the mediation means 700, as well as by theusers' themselves.

[0111] The control means 600 preferably comprises a server of the typewell known in the art. The control means 600 preferably furthercomprises a generic processor operating at a fast clock rate, such as aSun SPARC work station. The processor may be a single, dual, multiple,distributed, or multithreading processor. In a preferred embodiment, thegame server 400 of the present invention preferably operates at therouter frame rate and provides handicapping, based upon informationsupplied by users and or the users' profile(s) from player database 420.The control means 600 also preferably provides error correctionfunctions.

[0112] The control means 600 preferably further comprises the gamemediation means 620. When users of different skill levels interact in anapplication, the game mediation means 620 preferably defines the stateof play in order to achieve a level playing experience. Because the gamemediation means 620 has access to each player's profile in the playerdatabase 420, the game mediation means 620 has access to informationsuch as, for example, how well the player has performed on a particulargame in the past, and how often they have played a particular game. Withthis information, the game mediation means 620 preferably assigns arating to a player for a particular game. Individual game ranking isstored in a user's profile stored in the player database 420. The gamemediation means 620 preferably allows players to enter into theinteractive session who are within a given rating for the game beingplayed. In alternative preferred embodiments, the game mediation means620 notifies players in the interactive session that one player may bemore (or less) skilled than another.

[0113] Alternatively, the game mediation means 620 preferably mediatesthe interactive application 200 based on features of the wireless accessdevices 300 in a particular interactive session and/or other factorsrelevant to a player's gaming experience. The game mediation means 620preferably further comprises one or more of the following features:display; processor; user preference; language; file support; identity ofthe user; other features or characteristics of the user; the accessdevice being employed; the control means being used; bandwidthrequirements; and ping rate. The game mediation means 620 is preferablyin communication with each wireless access device 300 prior to the startof a gaming session, the present invention preferably is supplied withinformation regarding these various factors.

[0114] In alternative preferred embodiments of the present invention,the control means 600 performs the processes illustrated in FIGS. 5, 6,and 7. After the user has logged onto the system and requested gameplay, the interactive system 10 locates other players who wish toparticipate in the interactive gaming session. The control means 600retrieves player information from the player database 420 and gameinformation from the game database 410. The control means 600 retrievesinformation about each wireless access device 300 and its connectionover the wireless network 100. The control means 600 then determines theskill level of the players who have indicated that they wish to join thegaming session.

[0115] The process of determining a player's skill level preferablycomprises determining the player's past performance at playing thisparticular game and ranking the players based on past performance. Theranking system used by the control means 600 preferably includesscalable nomenclature, which may be as simple as a numerical rankingfrom 1 (novice) to 5 (expert), or may comprise any nomenclature adaptedto application 200. The control means 600 communicates each player'sskill level to other players. Each user is then prompted on theirwireless access device 300 whether they wish to continue playing. If anyplayers choose to opt out of the gaming session, the system may beadapted to locate replacement players.

[0116] After the system establishes the players, the control means 600evaluates the capabilities of each of the users based on their wirelessaccess device 300 and their connection to the wireless communicationsnetwork 100, as discussed above. The control means 600 then preferablycompensates for skill, device, and connection differences as shown inFIGS. 5, 6, and 7.

[0117] The control means 600 of the present invention preferably isfurther adapted to provide an enriched data environment, withoutsacrificing the efficient management of the air interface. Each wirelessaccess device 300 may have high-resolution, and may be black and white,monochrome, or color. In a preferred embodiment, the present inventionpreferably further comprises a color management means 350 for managingthe delivery of color to the wireless access device 300. In analternative preferred embodiment, the invention comprises interlacingtechniques such as those known in the broadcast industry. When color isused, the interactive system 10 of the present invention provides anefficient, yet enriched, data environment by defining color as a degreeof freedom.

[0118] For example, the facial color of a character in the interactiveapplication 200 is preferably defined by one degree of freedom withthree states (e.g., orange, red, and purple). The face may be defined inthe (client) wireless access device 300 by transmitting only the stateof the facial color over the air interface. When the character's facebecomes bruised, for example, the interactive system 10 transmits“purple” state information only. In addition, in a manner similar tothat by which the trajectory of a projectile is calculated, the presentinvention further reduces airlink traffic by calculating the stateinformation at the wireless access device 300 instead of transmittingthe information over the network. For example, if events x and y occur,the wireless access device 300 is adapted to display a color state z.

[0119] The control means 600 of the present invention is preferablyadapted to use user profiles stored on the player database 420 forproviding a personalized, interactive application. For example, the userprofile preferably comprises information about a user's experiencelevel, enabling the interactive system 10 to supplement the interactiveapplication with personalized messages, such as prompts, game hints, andhelp files. The user profile preferably further comprises: the genre(s)of application(s) in which the user is interested, a user's skill rankfor a particular game, training files to allow a user to improve his/herskill level at a particular game, and messages aimed at taunting theuser during play. The network infrastructure for providing the userprofile functionality to the control means 600 of the present inventionpreferably further comprises the subject matter described in U.S.Provisional Patent Application Serial No. ______, entitled “Method andSystem for Content Distribution Over a Wireless Communications System,”filed Mar. 16, 2001, which is incorporated herein by reference as iffully set forth herein.

[0120] The control means 600 of the present invention is preferablyfurther adapted to monitor and/or limit a user's access to particularinteractive applications. For example, the control means 600 may preventa user from accessing an interactive application that the user'swireless access device 300 is not capable of supporting (lack ofgraphics capability, lack of processing speed, software versionincompatibility, etc.), or may limit a user's access to a particulargaming application if the user has not attained, or maintained, acertain skill level (too skilled or not skilled enough). In this manner,the control means 600 may be adapted to sort stored user profiles andmatch users based on predefined ranges of skill, equipmentspecifications, and/or other attributes. The control means 600 ispreferably further adapted to allow users to request to play other usersthat may be outside these ranges. In these instances, the control means600 preferably notifies the users of the (dis)advantages of the otherplayer(s). The control means 600 preferably further comprises ahandicapping mechanism for leveling the playing field.

[0121] The control means 600 is preferably further adapted to recognizethe location of a wireless access device 300. The control means 600 mayfurther comprise software that recognizes the GPS and/or ANI addressinformation of the user or the wireless access device 300. Locationinformation is preferably gathered and transmitted by the wirelessaccess device 300, using GPS and location software and/or estimationmethods of the type known in the art. For example, location informationmay be estimated by the interactive system 10 based on any one or moreof prior known methods, comprising one or more of: round trip signaldelay; triangulation; received power; and the cell site location withwhich the wireless access device 300 is in communication.

[0122] In a preferred embodiment of the present invention, the controlmeans 600 is further adapted to provide administration services. Thecontrol means 600 preferably stores directories of users of theinteractive system 10, allocated into certain affinity groups, orinteractive communities. The present invention preferably comprisesadministrative service means and interactive community functionality, asdisclosed in U.S. patent application Ser. No. 09/833,656, entitled“Method and System to Facilitate Interaction Between and ContentDelivery to Users of a Wireless Communications Network,” filed Apr. 13,2001, which is incorporated herein by reference as if fully set forthherein.

[0123] The control means 600 of the present invention preferably furthercomprises a game management means 610 for managing a particular gaminginteractive application. The game management means 610 is adapted toalter the overall states of certain global degrees of freedom. Forexample, the game management means 610 adjusts the conditions of thefield of play for a gaming application by providing instructions to thewireless access device 300 for rain, snow, wind, or any other change offield or state of play conditions. The instructions preferably areprovided to the wireless access device 300 in an arbitrary fashion, oraccording to a schedule stored in the control means 600. In thepreferred embodiment of the present invention, the game management means610 is an algorithm or software means designed for a specific gamingapplication 200. In an alternative preferred embodiment, the gamemanagement means 610 is performed through human intervention at theadministrator level of the wireless communication network.

[0124] The control means 600 preferably further comprises errorcorrection means 630 for minimizing transmission errors during deliveryof the interactive application. The error correction means 630 comprisesany of the known error correction techniques, for example: block codingmethods; convolutional coding methods; or any other error correctionmethods known by those of ordinary skill in the art.

[0125] It will be apparent to persons of ordinary skill in the art thatnumerous variations may be made in the present invention, withoutdeparting from the scope and spirit of the present invention. In thepreferred embodiment, users are billed according to Assignee's Cricket™business model. Users may be billed based upon: a flat rate withunlimited use; on a pre-paid basis; based on minutes of use; on a payper play basis; and/or any combination of known billing methods. Inaddition, the provision of the interactive application 200 to the usermay be sponsored, such that the user receives a discounted or subsidizedrate, in return for listening to personalized advertisements before,during, and/or after the interactive session. The control means 600preferably is adapted to manage these billing functions.

[0126] The control means 600 of the present invention preferably furthercomprises means to maintain a persistent state of play. For example, auser may end an interactive gaming session and the control means 600will store the session so that the user may resume the session at alater time. Alternatively, if the user ends a gaming session thatincluded multiple players, the control means 600 is preferably adaptedto store the session so that it may be resumed by all or certain of theplayers at a later time.

[0127] The control means 600 preferably further comprises back up, failover, and/or redundancy systems to prevent data, such as a user profileand/or stored gaming session information, from being lost. The controlmeans 600 preferably comprises known systems and methods, such as, forexample, RAID storage, active mirroring of information, hear-beatsignaling, load sharing, and/or any other methods known by those ofordinary skill in the art.

[0128] In a preferred embodiment, the network mediation means 700 of thepresent invention is adapted to match players for multi-player gaming.The network mediation means 700 preferably employs user profileinformation to establish the application 210 adapting the gamingparameters to control: latency; degrees of freedom; skill levels; anddevice and connection types. The network mediation means 700 preferablyemploys means similar to those used by the control means 600, yet, thenetwork mediation means 700 need not run as close to real time as thecontrol means 600 in a preferred embodiment of the present invention.

[0129] The network mediation means 700 preferably mediatescommunications based upon specifications of each wireless access device300, the interactive application 200, location of the user, and userprofiles stored by the control means 600. Once it has determined thatpeer-to-peer communication is possible for a particular interactivesession, the network mediation means 700 preferably directs eachwireless access device 300 to engage in a peer-to-peer interactivesession. During this session, each wireless access device 300 woulddownload any necessary information from the interactive system 10, andsend limited information to the system 10 to maintain the proper levelof knowledge required to provide an enhanced interactive experience.This information preferably would include, for example, final scores,standings, and/or any other game related statistics that may provide thesystem with a better understanding of the user and their experience. Inaddition, information may be sent from the network to the wirelessaccess device 300, such as, for example, personalized messages and/oradvertisements that are not resident on the device.

[0130] Other than the limited information sent to or from the wirelessaccess device 300 during peer-to-peer mode, the wireless access devices300 communicate directly with each other the necessary information tomaintain the game. This is advantageous because it reduces the amount ofinformation that is transmitted across the wireless network 100 andreduces the operator's service costs without infringing on the user'splaying experience.

[0131] The network mediation means 700 preferably is embodied in asoftware application and/or algorithm that resides on one or moreservers in the interactive system 10. The network mediation means 700preferably delivers the interactive application through a client-serverenvironment over the wireless network 100. In an alternative preferredembodiment, the network mediation means 700 delivers the interactiveapplication in a peer-to-peer environment independent of the wirelessnetwork 100. In other embodiments, the network mediation means 700preferably delivers the interactive application in a hybrid environmentthat incorporates the client-server environment in conjunction with theindependent peer-to-peer environment.

[0132] Delivery of the interactive application by the network mediationmeans 700 preferably is based on many factors. The network mediationmeans 700 preferably takes into account the spectral efficiency of thewireless network 100. For a particular interactive application sessionat a given time, the higher the spectral efficiency of the wirelessnetwork 100, the more of the interactive application that can reside onthe server in the interactive system 10. In contrast, when spectralefficiency is low, the network mediation means 700 preferably sends moreof, or the entire, interactive application to the user's wireless accessdevice (preferably at low network usage times) so that the applicationmay be used in a peer-to-peer or hybrid environment.

[0133] Mediation and delivery of the interactive application preferablyfurther depends on the value of the interactive application itself andthe corresponding security measures appropriate to protect theinteractive application 200. For example, a proprietary video game thatis valuable to the system operator would preferably be storedsubstantially on the server and would not be downloaded substantially tothe (client) wireless access device 300. Less valuable games preferablywould be distributed substantially or completely to the client devicesin order to reduce air traffic and conserve network resources.

[0134] In an alternative preferred embodiment, service is rendered on ahybrid basis. In a hybrid scenario, the structures, functions, and stepsinvolved are substantially the same. If the interactive system 10determines that it is desirable to provide some degree of peer-to-peerplay, it is adapted to do so. Synchronization information is preferablypassed from the devices running peer-to-peer to the network. The systemwill also receive any changes required to maintain synchronization fromthe network. In the event that some devices are on alternate networktypes (i.e., 802.11), synchronization commands are preferably sent tothe devices over that alternative network. All other game commands arepreferably sent through the selected means (i.e., peer-to-peer). Thus,the system is adapted to provide efficient air link utilization.

[0135] The present invention preferably further comprises interfaces 900in certain embodiments, for enabling communication between the variouscomponents of the invention. The interface connections 900 between thewireless network 100 and the game server 400 preferably are accomplishedover any one or more of the interface links 900 shown in FIG. 2. In apreferred embodiment, the BSC 120 and/or the MSC 130 are preferablyconnected to the game server 400 over the “L Interface” 910 (StandardIS-658, which is incorporated herein by reference) in a mannerconventional in the art. Similarly, the IWF 150 is preferably connectedto the game server 400, the control means 600, and/or the mediationmeans 700 over TCP, IP, or Mobile IP protocols 910 in a manner known inthe art. TCP, IP, and/or Mobile IP protocols are promulgated bystandards setting organizations such as the IETF, which standards arewell known in the art and are incorporated herein by reference. Inalternative preferred embodiments, other interface protocols, such asWAP (Wireless Application Protocol), CPDP, Mobitex, DataTac, i-Mode, orother protocols may be adapted to the present invention.

[0136] Various equipment manufacturers have implemented the standards ina manner that is adapted to their equipment. Lucent, Nokia, Ericsson,and other equipment manufacturers have each adapted the interfacestandards to their particular equipment and applications. Thus, it isintended that the interfaces 900 of the present invention be adapted tothe implementation of the standards by the manufacturer of the equipmentbeing employed.

[0137] In a preferred embodiment, the interface 900 between the useraccess device 300 and the network 100 is of a type known in the art ofwireless communications services. Preferably, the network 100 is adaptedto send variable length, rather than full length packets as isconventional in the art prior to the present invention. Packettransmission is preferably controlled to override the full length packetfiller. Standard bin sizes (full, half, quarter, eighth) are preferablyused and the transmission rate of the packets is preferably fixed,although these variables may also be adapted to improve the efficiencyof use of the air interface. The present invention preferably forces themanner in which bits are packed within frames to improve the efficiencyof use of the air interface.

[0138] Interface connections between various of the components of thegame server 400, and in particular, the game database 410, the userdatabase 420, the synchronization means 500, the control means 600, andthe mediation means 700, of the present invention are preferably highspeed router protocol connections of the type well known in the art.

[0139] The wireless network 100 preferably further comprises a pluralityof “information service stations,” or sub-networks, which may be locatedat various locations, such as, convenience stores, gas stations, andshopping malls, where a user may make a high speed or broadbandconnection with the wireless network 100 and receive updates relating tothe interactive application 200 being used. Sub-networks are preferablyadapted to have their own characteristics in addition to thecharacteristics of the master wireless network 100. For example, a userin a specific sub-network, such as, for example, a shopping mall, mayreceive information, as part of the interactive application 200, aboutstores located within the mall. A user may be notified about otherusers/players that are in the sub-network that the user may want to joinin the interactive session. Finding potential players proximate(discussed below) to a particular user would enable the networkmediation means 700 to join the players, at least in part, in apeer-to-peer environment, which allows for more efficient use of thenetwork resources and enables more real-time interactive play.Sub-networks may offer lower cost service than the wireless network 100.

[0140] The delivery of the interactive application 200 by the networkmediation means 700 preferably is further based on the proximity of thevarious users to one another. For example, if the multiple users are alllocated in close proximity to one another, for example, in the range ofabout 10 meters to about 100 meters, the network mediation means 700will deliver the interactive applications to the user access devices 300and enable their interactive session to occur in a peer-to-peerenvironment. In this instance, the wireless network 100 may resemble,for example, a Bluetooth network.

[0141] The present inventors anticipate that the system and method ofthe present invention are fully compatible and usable in conjunctionwith PC based games, as well as Internet applications, and TV-basedgames. In addition, the present inventors anticipate that the serviceemploying the system and method of the present invention may be offeredas a flat rate offering in conjunction with services such as Assignee'sCricket™ wireless communications service. Such services may be offeredon a prepaid billing service for game purchase.

[0142] Numerous other variations and modification will be apparent topersons of ordinary skill that will facilitate the delivery of wirelessinteractive applications, at high level of graphic quality, while moreefficiently using network bandwidth and resources than prior knownsystems and methods. Thus, it is intended that the present inventioninclude the variations and modification that may be used in conjunctionwith them, provided they come within the scope of the appended claimsand their equivalents.

What is claimed:
 1. A system for delivering an interactive applicationto one or more users of a communications network, comprising: aninteractive application adapted to the communications network; a useraccess device adapted to receive said interactive application; controlmeans for establishing parameters under which said interactiveapplication is rendered on said user access device; and mediation meansfor establishing terms for the interaction between the at least one userand other users and the communications network.
 2. The system of claim1, wherein the communications network further comprises a wirelesscommunications network.
 3. The system of claim 1, wherein said useraccess device is selected from the group consisting of: a wirelessphone, a personal digital assistant, a pager, and an email device. 4.The system of claim 1, wherein said interactive application comprisesmore than about three degrees of freedom.
 5. The system of claim 1,wherein said interactive application resides on said user access device.6. The system of claim 1, wherein the latency related to the delivery ofsaid interactive application is less than about 200 ms.
 7. The system ofclaim 1, wherein the communications network further comprises a wirelesscommunications network and said interactive application is transmittedbetween said user access device and the wireless communication networkat less than full frame rate.
 8. A method for synchronizing delivery ofan interactive application to one or more users of wireless accessdevices over a wireless communications network further comprising a gameserver, comprising the steps of: initiating a connection between thewireless access device and the game server over the wirelesscommunications network; synchronizing the each of the wireless accessdevice(s); synchronizing the game server; and facilitating access to theinteractive application by the user(s).
 9. The method of claim 8,wherein said step of initiating a connection between the wireless accessdevice and the game server further comprises the steps of: logging on tothe system; locating other users; retrieving player information aboutthe users located; and retrieving game information.
 10. The method ofclaim 8, wherein said step of synchronizing the access devices furthercomprises the step of supplying state information to a synchronizationcheck timer that cooperates with a game timer to determine theinterval(s) at which the network synchronizes the access devices. 11.The method of claim 10, further comprising the steps of: activating theinteractive application; when said game timer equals saidsynchronization timer, requesting state information from all usersrelative to game information and testing whether there are anydifferences in the state of play between users; if no differencesbetween state of play are detected, delivering the users back to theinteractive application; and if differences in state of play aredetected, determining and transmitting state adjustments to the affectedone or more user access device(s) to synchronize all state machines. 12.The method of claim 11, further comprising the step of smoothing thetransition to the adjusted state of play.
 13. A method for controllingthe delivery of an interactive application to one or more users ofwireless access devices over a wireless communication network, furthercomprising a game server, during an interactive application session, themethod comprising the steps of: initiating the interactive applicationsession; matching skill levels of the one or more users; accommodatingcapabilities of the wireless access devices of the one or more users;and facilitating game play.
 14. The method of claim 13, wherein the stepof matching skill levels of the one or more users further comprises thesteps of: retrieving information and playing history for each of the oneor more users; retrieving game information; determining the skill levelof each of the one or more users; notifying each of the one or moreusers of the other users respective skill levels; and determiningwhether each of the one or more users wishes to continue with theinteractive application session.
 15. A method for controlling thedelivery of an interactive application to one or more players usingaccess devices over a wireless communications network, furthercomprising a game server, comprising the steps of: initiating theinteractive application; locating other potential players; retrievinginformation about the potential players, retrieving game information,determining the skill level of the players, notifying the potentialplayers of the skill levels of other potential players, and requestingeach player if they wish to continue; evaluating and resolving anydifferences between the user's respective access devices and the networkby querying the access devices regarding their capabilities, andevaluating the capabilities of each users' access device; evaluating andresolving any differences between the users' respective connections;determining common capability and connection parameters and enabling thecommon capability and connection parameters that are determined; andinitiating the interactive application.
 16. The method of claim 15,further comprising the step of determining a common user capability setbased on at least one factor selected from the group consisting of:processor capabilities, signal strength, video capabilities, and latencyof the user(s) respective access devices.
 17. A method for mediating thedelivery of an interactive application to one or more players usingaccess devices over a wireless communications network, furthercomprising a game server, comprising the steps of initiating aninteractive session; locating potential players; and facilitating playof the interactive application.
 18. A method for controlling thedelivery of an interactive application to one or more players usingaccess devices over a wireless communications network, furthercomprising a game server, comprising the steps of: logging on to thesystem; locating potential players by retrieving player information andpast history, retrieving game information, retrieving deviceinformation, and determining whether or not the device can providelocation information; if the device or network does not comprise meansto locate the wireless access device proceeding to the step of enablinggame play; retrieving location information from the respective devices,determining whether or not the devices are close enough to initiatepeer-to-peer play and if they are not, proceeding to the step ofenabling game play; determining whether the devices are capable ofpeer-to-peer play and if they are not, proceeding with the step ofenabling game play; setting up peer-to-peer communications; and enablinggame play.
 19. The method of claim 18, further comprising the step ofuploading game and player detail to the game server.